From 11642fd3a218185187bb356f2f446313694d4be4 Mon Sep 17 00:00:00 2001 From: Yuri Kunde Schlesner Date: Thu, 28 Aug 2014 15:21:54 -0300 Subject: Rework OpenGL renderer. The OpenGL renderer has been revised, with the following changes: - Initialization and rendering have been refactored to reduce the number of redundant objects used. - Framebuffer rotation is now done directly, using texture mapping. - Vertex coordinates are now given in pixels, and the projection matrix isn't hardcoded anymore. --- src/video_core/renderer_opengl/gl_shaders.h | 46 +-- src/video_core/renderer_opengl/renderer_opengl.cpp | 308 ++++++++++----------- src/video_core/renderer_opengl/renderer_opengl.h | 68 ++--- 3 files changed, 189 insertions(+), 233 deletions(-) (limited to 'src/video_core/renderer_opengl') diff --git a/src/video_core/renderer_opengl/gl_shaders.h b/src/video_core/renderer_opengl/gl_shaders.h index 380648f4..0f88ab80 100644 --- a/src/video_core/renderer_opengl/gl_shaders.h +++ b/src/video_core/renderer_opengl/gl_shaders.h @@ -6,34 +6,40 @@ namespace GLShaders { -static const char g_vertex_shader[] = R"( +const char g_vertex_shader[] = R"( #version 150 core -in vec3 position; -in vec2 texCoord; -out vec2 UV; +in vec2 vert_position; +in vec2 vert_tex_coord; +out vec2 frag_tex_coord; -mat3 window_scale = mat3( - vec3(1.0, 0.0, 0.0), - vec3(0.0, 5.0/6.0, 0.0), // TODO(princesspeachum): replace hard-coded aspect with uniform - vec3(0.0, 0.0, 1.0) - ); +// This is a truncated 3x3 matrix for 2D transformations: +// The upper-left 2x2 submatrix performs scaling/rotation/mirroring. +// The third column performs translation. +// The third row could be used for projection, which we don't need in 2D. It hence is assumed to +// implicitly be [0, 0, 1] +uniform mat3x2 modelview_matrix; void main() { - gl_Position.xyz = window_scale * position; - gl_Position.w = 1.0; - - UV = texCoord; -})"; + // Multiply input position by the rotscale part of the matrix and then manually translate by + // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector + // to `vec3(vert_position.xy, 1.0)` + gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0); + frag_tex_coord = vert_tex_coord; +} +)"; -static const char g_fragment_shader[] = R"( +const char g_fragment_shader[] = R"( #version 150 core -in vec2 UV; -out vec3 color; -uniform sampler2D sampler; + +in vec2 frag_tex_coord; +out vec4 color; + +uniform sampler2D color_texture; void main() { - color = texture(sampler, UV).rgb; -})"; + color = texture(color_texture, frag_tex_coord); +} +)"; } diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index cad27838..8483f79b 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -3,64 +3,51 @@ // Refer to the license.txt file included. #include "core/hw/gpu.h" - +#include "core/mem_map.h" +#include "common/emu_window.h" #include "video_core/video_core.h" #include "video_core/renderer_opengl/renderer_opengl.h" #include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/gl_shaders.h" -#include "core/mem_map.h" - #include -static const GLfloat kViewportAspectRatio = - (static_cast(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth; - -// Fullscreen quad dimensions -static const GLfloat kTopScreenWidthNormalized = 2; -static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth); -static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth); -static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth); - -static const GLfloat g_vbuffer_top[] = { - // x, y z u v - -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, - 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, - 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f, - 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f, - -1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f, - -1.0f, 0.0f, 0.0f, 0.0f, 1.0f -}; +/** + * Vertex structure that the drawn screen rectangles are composed of. + */ +struct ScreenRectVertex { + ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { + position[0] = x; + position[1] = y; + tex_coord[0] = u; + tex_coord[1] = v; + } -static const GLfloat g_vbuffer_bottom[] = { - // x y z u v - -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f, - (kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f, - (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f, - (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f, - -(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f, - -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f + GLfloat position[2]; + GLfloat tex_coord[2]; }; +/** + * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left + * corner and (width, height) on the lower-bottom. + * + * The projection part of the matrix is trivial, hence these operations are represented + * by a 3x2 matrix. + */ +static std::array MakeOrthographicMatrix(const float width, const float height) { + std::array matrix; + + matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f; + matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f; + // Last matrix row is implicitly assumed to be [0, 0, 1]. + + return matrix; +} + /// RendererOpenGL constructor RendererOpenGL::RendererOpenGL() { - resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; - - // Initialize screen info - const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0]; - const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1]; - - screen_info.Top().width = VideoCore::kScreenTopWidth; - screen_info.Top().height = VideoCore::kScreenTopHeight; - screen_info.Top().stride = framebuffer_top.stride; - screen_info.Top().flipped_xfb_data = xfb_top_flipped; - - screen_info.Bottom().width = VideoCore::kScreenBottomWidth; - screen_info.Bottom().height = VideoCore::kScreenBottomHeight; - screen_info.Bottom().stride = framebuffer_sub.stride; - screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped; } /// RendererOpenGL destructor @@ -71,16 +58,23 @@ RendererOpenGL::~RendererOpenGL() { void RendererOpenGL::SwapBuffers() { render_window->MakeCurrent(); - // EFB->XFB copy - // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some - // register write. - // - // TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame. - // Currently this uploads data that shouldn't have changed. - Common::Rect framebuffer_size(0, 0, resolution_width, resolution_height); - RenderXFB(framebuffer_size, framebuffer_size); + for(int i : {0, 1}) { + const auto& framebuffer = GPU::g_regs.framebuffer_config[i]; + + if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) { + // Reallocate texture if the framebuffer size has changed. + // This is expected to not happen very often and hence should not be a + // performance problem. + glBindTexture(GL_TEXTURE_2D, textures[i].handle); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0, + GL_BGR, GL_UNSIGNED_BYTE, nullptr); + textures[i].width = framebuffer.width; + textures[i].height = framebuffer.height; + } + + LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]); + } - // XFB->Window copy DrawScreens(); // Swap buffers @@ -89,115 +83,110 @@ void RendererOpenGL::SwapBuffers() { } /** - * Helper function to flip framebuffer from left-to-right to top-to-bottom - * @param raw_data Pointer to input raw framebuffer in V/RAM - * @param screen_info ScreenInfo structure with screen size and output buffer pointer - * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei - */ -void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) { - for (int x = 0; x < screen_info.width; x++) { - int in_coord = x * screen_info.stride; - for (int y = screen_info.height-1; y >= 0; y--) { - // TODO: Properly support other framebuffer formats - int out_coord = (x + y * screen_info.width) * 3; - screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2]; // Red - screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1]; // Green - screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord]; // Blue - in_coord += 3; - } - } -} - -/** - * Renders external framebuffer (XFB) - * @param src_rect Source rectangle in XFB to copy - * @param dst_rect Destination rectangle in output framebuffer to copy to + * Loads framebuffer from emulated memory into the active OpenGL texture. */ -void RendererOpenGL::RenderXFB(const Common::Rect& src_rect, const Common::Rect& dst_rect) { - const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0]; - const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1]; - const u32 active_fb_top = (framebuffer_top.active_fb == 1) - ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2) - : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1); - const u32 active_fb_sub = (framebuffer_sub.active_fb == 1) - ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2) - : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1); - - DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x", - framebuffer_top.stride * framebuffer_top.height, - active_fb_top, (int)framebuffer_top.width, - (int)framebuffer_top.height, (int)framebuffer_top.format); - - FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top()); - FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom()); - - for (int i = 0; i < 2; i++) { - ScreenInfo* current_screen = &screen_info[i]; - - glBindTexture(GL_TEXTURE_2D, current_screen->texture_id); - - // TODO: This should consider the GPU registers for framebuffer width, height and stride. - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height, - GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data); - } +void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, + const TextureInfo& texture) { + const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress( + framebuffer.active_fb == 1 ? framebuffer.address_left2 : framebuffer.address_left1); + + DEBUG_LOG(GPU, "0x%08x bytes from 0x%08x(%dx%d), fmt %x", + framebuffer.stride * framebuffer.height, + framebuffer_vaddr, (int)framebuffer.width, + (int)framebuffer.height, (int)framebuffer.format); + + const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr); + + // TODO: Handle other pixel formats + _dbg_assert_msg_(RENDER, framebuffer.color_format == GPU::Regs::PixelFormat::RGB8, + "Unsupported 3DS pixel format."); + + size_t pixel_stride = framebuffer.stride / 3; + // OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately + _dbg_assert_(RENDER, pixel_stride * 3 == framebuffer.stride); + // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default + // only allows rows to have a memory alignement of 4. + _dbg_assert_(RENDER, pixel_stride % 4 == 0); + + glBindTexture(GL_TEXTURE_2D, texture.handle); + glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride); + + // Update existing texture + // TODO: Test what happens on hardware when you change the framebuffer dimensions so that they + // differ from the LCD resolution. + // TODO: Applications could theoretically crash Citra here by specifying too large + // framebuffer sizes. We should make sure that this cannot happen. + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height, + GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data); + + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glBindTexture(GL_TEXTURE_2D, 0); - - // TODO(princesspeachum): - // Only the subset src_rect of the GPU buffer - // should be copied into the texture of the relevant screen. - // - // The method's parameters also only include src_rect and dest_rec for one screen, - // so this may need to be changed (pair for each screen). } /** * Initializes the OpenGL state and creates persistent objects. */ void RendererOpenGL::InitOpenGLObjects() { - glGenVertexArrays(1, &vertex_array_id); - glBindVertexArray(vertex_array_id); - glClearColor(1.0f, 1.0f, 1.0f, 0.0f); glDisable(GL_DEPTH_TEST); + // Link shaders and get variable locations program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader); - sampler_id = glGetUniformLocation(program_id, "sampler"); - attrib_position = glGetAttribLocation(program_id, "position"); - attrib_texcoord = glGetAttribLocation(program_id, "texCoord"); - - // Generate vertex buffers for both screens - glGenBuffers(1, &screen_info.Top().vertex_buffer_id); - glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id); - - // Attach vertex data for top screen - glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id); - glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW); - - // Attach vertex data for bottom screen - glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id); - glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW); - - // Create color buffers for both screens - glGenTextures(1, &screen_info.Top().texture_id); - glGenTextures(1, &screen_info.Bottom().texture_id); - - for (int i = 0; i < 2; i++) { + uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix"); + uniform_color_texture = glGetUniformLocation(program_id, "color_texture"); + attrib_position = glGetAttribLocation(program_id, "vert_position"); + attrib_tex_coord = glGetAttribLocation(program_id, "vert_tex_coord"); + + // Generate VBO handle for drawing + glGenBuffers(1, &vertex_buffer_handle); + + // Generate VAO + glGenVertexArrays(1, &vertex_array_handle); + glBindVertexArray(vertex_array_handle); + + // Attach vertex data to VAO + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); + glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); + glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position)); + glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord)); + glEnableVertexAttribArray(attrib_position); + glEnableVertexAttribArray(attrib_tex_coord); - ScreenInfo* current_screen = &screen_info[i]; + // Allocate textures for each screen + for (auto& texture : textures) { + glGenTextures(1, &texture.handle); - // Allocate texture - glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height, - 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + // Allocation of storage is deferred until the first frame, when we + // know the framebuffer size. + glBindTexture(GL_TEXTURE_2D, texture.handle); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } - glBindTexture(GL_TEXTURE_2D, 0); } +/** + * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation. + */ +void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h) { + std::array vertices = { + ScreenRectVertex(x, y, 1.f, 0.f), + ScreenRectVertex(x+w, y, 1.f, 1.f), + ScreenRectVertex(x, y+h, 0.f, 0.f), + ScreenRectVertex(x+w, y+h, 0.f, 1.f), + }; + + glBindTexture(GL_TEXTURE_2D, texture.handle); + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); +} + /** * Draws the emulated screens to the emulator window. */ @@ -207,37 +196,22 @@ void RendererOpenGL::DrawScreens() { glUseProgram(program_id); + // Set projection matrix + std::array ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_height); + glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); + // Bind texture in Texture Unit 0 glActiveTexture(GL_TEXTURE0); + glUniform1i(uniform_color_texture, 0); - glEnableVertexAttribArray(attrib_position); - glEnableVertexAttribArray(attrib_texcoord); - - for (int i = 0; i < 2; i++) { - - ScreenInfo* current_screen = &screen_info[i]; - - glBindTexture(GL_TEXTURE_2D, current_screen->texture_id); - - // Set sampler on Texture Unit 0 - glUniform1i(sampler_id, 0); - - glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id); - - // Vertex buffer layout - const GLsizei stride = 5 * sizeof(GLfloat); - const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat)); - - // Configure vertex buffer - glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, NULL); - glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, uv_offset); - - // Draw screen - glDrawArrays(GL_TRIANGLES, 0, 6); - } + const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth); + const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth); + const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth); - glDisableVertexAttribArray(attrib_position); - glDisableVertexAttribArray(attrib_texcoord); + DrawSingleScreenRotated(textures[0], top_x, 0, + (float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight); + DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight, + (float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight); m_current_frame++; } diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 3dcb331b..82ef4b14 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -7,12 +7,13 @@ #include "generated/gl_3_2_core.h" #include "common/common.h" -#include "common/emu_window.h" - +#include "core/hw/gpu.h" #include "video_core/renderer_base.h" #include +class EmuWindow; + class RendererOpenGL : public RendererBase { public: @@ -22,13 +23,6 @@ public: /// Swap buffers (render frame) void SwapBuffers(); - /** - * Renders external framebuffer (XFB) - * @param src_rect Source rectangle in XFB to copy - * @param dst_rect Destination rectangle in output framebuffer to copy to - */ - void RenderXFB(const Common::Rect& src_rect, const Common::Rect& dst_rect); - /** * Set the emulator window to use for renderer * @param window EmuWindow handle to emulator window to use for rendering @@ -42,32 +36,21 @@ public: void ShutDown(); private: + /// Structure used for storing information about the textures for each 3DS screen + struct TextureInfo { + GLuint handle; + GLsizei width; + GLsizei height; + }; + void InitOpenGLObjects(); void DrawScreens(); + void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h); void UpdateFramerate(); - /// Structure used for storing information for rendering each 3DS screen - struct ScreenInfo { - // Properties - int width; - int height; - int stride; ///< Number of bytes between the coordinates (0,0) and (1,0) - - // OpenGL object IDs - GLuint texture_id; - GLuint vertex_buffer_id; - - // Temporary - u8* flipped_xfb_data; - }; - - /** - * Helper function to flip framebuffer from left-to-right to top-to-bottom - * @param raw_data Pointer to input raw framebuffer in V/RAM - * @param screen_info ScreenInfo structure with screen size and output buffer pointer - * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei - */ - void FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info); + // Loads framebuffer from emulated memory into the active OpenGL texture. + static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, + const TextureInfo& texture); EmuWindow* render_window; ///< Handle to render window u32 last_mode; ///< Last render mode @@ -75,22 +58,15 @@ private: int resolution_width; ///< Current resolution width int resolution_height; ///< Current resolution height - // OpenGL global object IDs - GLuint vertex_array_id; + // OpenGL object IDs + GLuint vertex_array_handle; + GLuint vertex_buffer_handle; GLuint program_id; - GLuint sampler_id; + std::array textures; + // Shader uniform location indices + GLuint uniform_modelview_matrix; + GLuint uniform_color_texture; // Shader attribute input indices GLuint attrib_position; - GLuint attrib_texcoord; - - struct : std::array { - ScreenInfo& Top() { return (*this)[0]; } - ScreenInfo& Bottom() { return (*this)[1]; } - } screen_info; - - // "Flipped" framebuffers translate scanlines from native 3DS left-to-right to top-to-bottom - // as OpenGL expects them in a texture. There probably is a more efficient way of doing this: - u8 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4]; - u8 xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4]; - + GLuint attrib_tex_coord; }; -- cgit v1.2.3